diff --git a/source/funkin/ui/freeplay/FreeplayState.hx b/source/funkin/ui/freeplay/FreeplayState.hx index 6c89a6dd0..eed78cec0 100644 --- a/source/funkin/ui/freeplay/FreeplayState.hx +++ b/source/funkin/ui/freeplay/FreeplayState.hx @@ -1883,30 +1883,31 @@ class FreeplayState extends MusicBeatSubState { if (fnfFreeplay == null || freeplayTxtBg == null || freeplayArrow == null) return; - if (TouchUtil.justPressed && (TouchUtil.overlaps(fnfFreeplay) || TouchUtil.overlaps(freeplayTxtBg))) - { - _dragOffset = fnfFreeplay.x - TouchUtil.touch.x; - _pressedOnFreeplay = true; - } + // Commenting this out for now, since it doesn't work properly with the new touch controls. - Zack + // if (TouchUtil.justPressed && (TouchUtil.overlaps(fnfFreeplay) || TouchUtil.overlaps(freeplayTxtBg))) + // { + // _dragOffset = fnfFreeplay.x - TouchUtil.touch.x; + // _pressedOnFreeplay = true; + // } - if (_pressedOnFreeplay && TouchUtil.pressed) - { - final dragX:Float = TouchUtil.touch.x + _dragOffset; - fnfFreeplay.x = dragX; - freeplayTxtBg.x = dragX - 8; + // if (_pressedOnFreeplay && TouchUtil.pressed) + // { + // final dragX:Float = TouchUtil.touch.x + _dragOffset; + // fnfFreeplay.x = dragX; + // freeplayTxtBg.x = dragX - 8; - if (diffSelRight != null && freeplayArrow.x + 160 < fnfFreeplay.x) - { - _pressedOnFreeplay = false; - goBack(); - } - } - else - { - fnfFreeplay.x = Math.max(FullScreenScaleMode.gameNotchSize.x, 8); - freeplayTxtBg.x = FullScreenScaleMode.gameNotchSize.x; - _pressedOnFreeplay = false; - } + // if (diffSelRight != null && freeplayArrow.x + 160 < fnfFreeplay.x) + // { + // _pressedOnFreeplay = false; + // goBack(); + // } + // } + // else + // { + fnfFreeplay.x = Math.max(FullScreenScaleMode.gameNotchSize.x, 8); + freeplayTxtBg.x = FullScreenScaleMode.gameNotchSize.x; + _pressedOnFreeplay = false; + // } } #end @@ -2784,6 +2785,13 @@ class DifficultySelector extends FlxSprite pressed = press; } + + override function updateHitbox() + { + super.updateHitbox(); + width *= 1.5; + height *= 1.5; + } #end function moveShitDown():Void